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Mobile-Assisted Interactive Multimedia in Language Literacy Class: Exploring Primary School Teachers’ Voices Nurussyifa, Choiroh; Al Masjid, Akbar; Wijayanto, Zainnur
Wahana Pendidikan Vol 13, No 1 (2026): Januari
Publisher : Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jwp.v13i1.23374

Abstract

In primary education, language literacy has become a central focus particularly as learners are increasingly exposed to digital-based learning environments. However, the integration of interactive multimedia to support literacy development remains under-explored, especially in contexts where teachers face pedagogical, technological, and infrastructural challenges. This study aims to describe teachers’ perceptions regarding the use of mobile-based interactive multimedia in language literacy class in primary schools. This qualitative case study employed close-ended questionnaires and semi-structured interviews with forty primary school teachers from diverse teaching backgrounds. Findings revealed that effective digital multimedia should relate to appearance and design, interactivity, ease of use, audio-visual quality, and alignment of media with learning objectives. It was also found that teachers experience difficulties in fostering literacy due to poor integration of literacy learning within the subject content, use of varied learning media, interactive literacy learning, and innovation in literacy instruction. Findings showed that teachers expect digital interactive platforms which had high interactivity, built-in scaffolding, meaningful feedback, and contextualized content. The study highlights the need for more systematic professional development, inclusive multimedia design, and collaborative approaches in supporting teachers to optimize digital interactive multimedia for literacy instruction.
Pengaruh Permainan Cak n Cek Bangtar terhadap Hasil Belajar Siswa SD Cahyaningtyas, Dwi; Wijayanto, Zainnur; Barriyah, Insanul Qisti
YASIN Vol 5 No 4 (2025): AGUSTUS
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i4.6183

Abstract

Mathematics learning is often perceived as abstract and disconnected from students’ daily lives, which contributes to low interest and motivation to learn. This study aims to examine the effect of the traditional educational game Cak n Cek Bangtar on elementary school students’ mathematics learning outcomes in the topic of plane figures. The research employed a pre-experimental design with a one-group pretest-posttest model. The subjects were nine fourth-grade students at SD Negeri Gondangan, Jogonalan Subdistrict, Klaten. The instrument used was a learning outcome test, and the data were analyzed using normality testing, N-Gain analysis, and a paired sample t-test. The results show a significant improvement in learning outcomes following the implementation of the game. The average pretest score of 58.2 increased to 81.4 in the posttest. N-Gain analysis indicated a gain of 0.65, categorized as moderate. The t-test yielded a significance value of 0.000 (< 0.05), indicating a significant difference between pretest and posttest scores. These findings demonstrate that the traditional game Cak n Cek Bangtar is effective as a contextual approach to mathematics learning, particularly in the topic of plane figures. The study concludes that integrating educational games rooted in Tamansiswa values can improve learning outcomes while creating an enjoyable and meaningful learning atmosphere. This research contributes to the development of innovative and relevant instructional strategies in primary education.
Pengaruh Pendekatan Tri-N dan Media Interaktif Berbasis Platform Digital Paint 3D Terhadap Hasil Belajar Bangun Ruang di Sekolah Dasar Apriyani, Harita Nuzul; Wijayanto, Zainnur; Bariyyah, Insanul Qisti
Didaktika Dwija Indria Vol 13, No 3 (2025): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v13i3.102704

Abstract

This study aims to analyze the effect of Tri-N approach and interactive media based on Paint 3D digital platform on learning outcomes of building space in elementary school. The method used was pre-experimental design with one group pretest-posttest design, involving one group of grade VI elementary school students who were given treatment. Measurements were taken before and after treatment. Data analysis techniques using Pearson Product Moment correlation and comparative analysis with normalized gain (N-Gain). The results showed a significant increase in student learning outcomes after the application of the Tri-N approach based on Paint 3D digital media. The average pretest score increased from 63.65 to 86.53 in the posttest. The correlation test showed a significance value of 0.007, while the t-test obtained a significance value of 0.001, which indicated a significant difference between the pretest and posttest results. The N-Gain value was in the medium category with a score of 0.6301. These findings indicate that the use of the Tri-N approach and Paint 3D media is effective in improving students' understanding of the material.